Greenhouse: Zones and Light

The first mistake in Greenhouse is invisible: lamps on, water fed, and the lettuce bolted anyway. It turns out the zones share one boiler and one pump, and caring for one of them is always a minus for another.

Gameplay screenshot: Greenhouse

The tomato wants heat and plenty of water, but cracks from overwatering. Lettuce wants coolness and a short window or it bolts. Seedlings want light without the bake. There is never enough capacity for all of them, so the player is not holding an optimum but a queue of compromises: open a vent and you drop a temperature you had just raised; switch on the lamps and you pull humidity out of the neighbouring span.

The second owner of the block is the market. Each crop has a price window: harvest early and it is green and cheap, harvest late and it overgrows and the shelf refuses it. Between those two borders the goods live a day or two, and the whole season is made of calls to pick today or to risk it.

The season statement annotates every zone: what it lacked, how many kilos went off on the root, and what the energy bill came to per kilo. On the second season the zone layout is different — and that is the only thing the simulator teaches by itself.

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